The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly replace most of its usages with the new, C++-style type-safer template version. * `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`. * `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`. * `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`. Similar templates type-safe version of `MEM_mallocN` will be added soon as well. Following discussions in !134452. NOTE: For now static type checking in `MEM_callocN` and related are slightly different for Windows MSVC. This compiler seems to consider structs using the `DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default copy constructors are deleted). So using checks on trivially constructible/destructible instead on this compiler/system. Pull Request: https://projects.blender.org/blender/blender/pulls/134771
105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup shdnodes
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*/
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#include "node_shader_util.hh"
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#include "RNA_access.hh"
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#include "UI_interface.hh"
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#include "UI_resources.hh"
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namespace blender::nodes::node_shader_script_cc {
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static void node_shader_buts_script(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
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{
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uiLayout *row;
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row = uiLayoutRow(layout, false);
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uiItemR(
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row, ptr, "mode", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND, std::nullopt, ICON_NONE);
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row = uiLayoutRow(layout, true);
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if (RNA_enum_get(ptr, "mode") == NODE_SCRIPT_INTERNAL) {
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uiItemR(row, ptr, "script", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
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}
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else {
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uiItemR(row, ptr, "filepath", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
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}
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uiItemO(row, "", ICON_FILE_REFRESH, "node.shader_script_update");
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}
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static void node_shader_buts_script_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
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{
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uiItemS(layout);
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node_shader_buts_script(layout, C, ptr);
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#if 0 /* not implemented yet */
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if (RNA_enum_get(ptr, "mode") == NODE_SCRIPT_EXTERNAL) {
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uiItemR(layout, ptr, "use_auto_update", UI_ITEM_R_SPLIT_EMPTY_NAME, std::nullopt, ICON_NONE);
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}
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#endif
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}
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static void init(bNodeTree * /*ntree*/, bNode *node)
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{
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NodeShaderScript *nss = MEM_callocN<NodeShaderScript>("shader script node");
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node->storage = nss;
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}
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static void node_free_script(bNode *node)
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{
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NodeShaderScript *nss = static_cast<NodeShaderScript *>(node->storage);
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if (nss) {
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if (nss->bytecode) {
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MEM_freeN(nss->bytecode);
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}
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MEM_freeN(nss);
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}
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}
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static void node_copy_script(bNodeTree * /*dst_ntree*/, bNode *dest_node, const bNode *src_node)
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{
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NodeShaderScript *src_nss = static_cast<NodeShaderScript *>(src_node->storage);
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NodeShaderScript *dest_nss = static_cast<NodeShaderScript *>(MEM_dupallocN(src_nss));
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if (src_nss->bytecode) {
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dest_nss->bytecode = static_cast<char *>(MEM_dupallocN(src_nss->bytecode));
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}
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dest_node->storage = dest_nss;
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}
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} // namespace blender::nodes::node_shader_script_cc
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void register_node_type_sh_script()
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{
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namespace file_ns = blender::nodes::node_shader_script_cc;
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static blender::bke::bNodeType ntype;
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sh_node_type_base(&ntype, "ShaderNodeScript", SH_NODE_SCRIPT);
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ntype.ui_name = "Script";
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ntype.ui_description =
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"Generate an OSL shader from a file or text data-block.\nNote: OSL shaders are not "
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"supported on all GPU backends";
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ntype.enum_name_legacy = "SCRIPT";
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ntype.nclass = NODE_CLASS_SCRIPT;
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ntype.draw_buttons = file_ns::node_shader_buts_script;
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ntype.draw_buttons_ex = file_ns::node_shader_buts_script_ex;
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ntype.initfunc = file_ns::init;
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blender::bke::node_type_storage(
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ntype, "NodeShaderScript", file_ns::node_free_script, file_ns::node_copy_script);
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blender::bke::node_register_type(ntype);
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}
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